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Super Mario: Bowser World (A lot of graphic overhauls, and a new start)
Forum Index - SMW Hacking - Works in Progress - Super Mario: Bowser World (A lot of graphic overhauls, and a new start)
Pages: « 1 2 3 »
I was thinking of actually as the levels get harder, the number of lives gained is upped, since the Yoshi Coins will start to get harder to find and/or when the levels get noticebly harder than the last once.

Yeah. Maybe I should replace the 5-Up in the levels above with a simple 1-Up.

Thanks for the suggestion!

EDIT: UGLY PALETTE ALERT!


This is the start of Yoshi Quarantine. It's actually WAS finished, but I realized how ugly it was.

But anywho, I changed the palette, trying to aim for a mossy ye-ole feeling...as you can see, I utterly failed.

Any suggestions?

EDIT-EDIT: I just updated all screenshots in Bowser Monument, THR, and Cryptic Graveyard to their final forms.
Awesome progress on your hack Giant_Shyguy! Instead of mossy foreground, what about changing the sprites, blocks, pipes, and status bar so they look mossy?
Originally posted by Mini_Coin
Awesome progress on your hack Giant_Shyguy! Instead of mossy foreground, what about changing the sprites, blocks, pipes, and status bar so they look mossy?


Bit of a bump there don't ya think?
Previously The Vicious Outcast. Still going strong(ish)!
It's just 16 days. The relevant user is still around here, and I don't think this one is cancelled.
Therefore, I see no reason to dislike that post.

--------------------
<blm> zsnes users are the flatearthers of emulation
Originally posted by Alcaro
It's just 16 days. The relevant user is still around here, and I don't think this one is cancelled.
Therefore, I see no reason to dislike that post.


Yes Sir/Madame (Whichever one applies.)
Previously The Vicious Outcast. Still going strong(ish)!
Originally posted by Mini_Coin
Awesome progress on your hack Giant_Shyguy! Instead of mossy foreground, what about changing the sprites, blocks, pipes, and status bar so they look mossy?


Well, it'll look wierd if everything else is mossy when the foreground clearly isn't...

and making the staus bar mossy isn't really a great idea...

thanks for the suggestion though!

~

Anywho, even though these are very old screenshots, here's an idea of the progress I've made:




~

In other news....


I NEEDED TO PORT! I had Darkark test my current hack...and it turns out that its not SNES9x compatible.

(I don't know how to work SNES9x, but I decided that if the hack works in Bsnes, it'll work in the SNES9x)

So I had to port, but there's some kind of problem with porting levels witht eh latest Lunar Magic (too lazy to look it up)

So I had to start over. I found out that Boswer Monument was the problem, but I decided that it's better to one by one piece it back together, although I heavily updated the levels.

SO yeah. I'm starting over from Trigger-Happy Range.

It wouldn't be hard to do...except for Cryptic Graveyard...
Man, I hate having to port levels over to a new ROM, because I've had to do it like 5 times. One question I have, did you hand-draw those land/rocks/shell GFX yourself, or was it on the site? I also like the creative use of SMB2 sprites in Yoshi Quarantine.
1. Yeah. This is actually my seventh time porting.
2. Those graphics are from the graphics section, although I messed around with the FG tileset to include a lot other things, and exanimated the flower. (And I also drew more of thr graphics but I don't remember which, so the FG set doesn't exactly look like what I did with it.

(Also take note thye ground itself has all(?) been made to act like the cement block, so you have to change that too)

3. Thanks! I don't know if you read about this,(you probably haven't), Yoshi Quarantine has four Birdoes for a boss. So yeah. I think it was fitting to have SMB2 sprites.

~

Andas an update, here is the current state of my remake of Trigger Happy-Range. It fairly starts out the same as its older verion, but as it progresses, things change.

A little note, decorations aren't done yet, so only half of level has tuffs of grass.

Things changed:
- took out the Bullet Bill generators; it was deemed hard for a first level.
- took out many tedious Bill Blasters, as they were hard for a first level
- Chucks don't exist in this level any more
- the three sublevels are much shorter.
- Chucks are replaced by Giant Green Koopas
- the level is timed at 500 seconds (originally was 420, but that isn't enough time)

Does it look difficult for a first level?
Does it remind you of Yoshi's Island 1, yet it gives of a whole new level vibe?
#1 What's with the"whiter" clouds?
#2 What custom sprites are you using?
#3 I like the neat staircasing on the platforms!
#4 In the BG, the palette and the stacked clouds look weird.
#5 After secondary exit #1C8, do you use the bridge to the right to get out?
#6 They're a lot of banzai bills, which can frustrate the player.
#7 The level doesn't seem too hard to me.
#8 I like the turn block GFX you used!
#9 It does remind me of it, yet it feels original.
#10 This level looks awesome! Keep up the good work!
Originally posted by Mini_Coin
#1 What's with the"whiter" clouds?
#2 What custom sprites are you using?
#3 I like the neat staircasing on the platforms!
#4 In the BG, the palette and the stacked clouds look weird.
#5 After secondary exit #1C8, do you use the bridge to the right to get out?
#6 They're a lot of banzai bills, which can frustrate the player.
#7 The level doesn't seem too hard to me.
#8 I like the turn block GFX you used!
#9 It does remind me of it, yet it feels original.
#10 This level looks awesome! Keep up the good work!


1. It's a solid cloud
2. Giant Koopa
3. Thankies!
4. Is it to cloudy? And what part of the palette isn't appealing?
5. It's 1CB. The bridge between the pipes are press down and pass ledges.
6. There are only 4 Banzai bills, who are in positions that aren't that tricky, I hope.
7. I hope it isn't! I've taken out some of the enemies, to tone it down.
8. I actually have a facial expression theme going on for the blocks.
Currently, there are two types of Face Blocks, =D and ^.^
The =D is the turn block, and the ^.^ is a brick block!
There are other ones, but they won't appear until latter in the game.
9. OH THANK GOD!
10. Thank you!


And here's a revised version!

And the three main sublevels!

Working onthe Yoshi Coin Bonus rooms!
The palette for the far-out hills and the closer hills' dots, you know, the brown-ish colors. For the clouds, it just looks odd that some clouds are on top of each other. Speaking more about the #1C8 secondary exit, what about shortening the small pipe so you don't have to duck under it?
Originally posted by Mini_Coin
The palette for the far-out hills and the closer hills' dots, you know, the brown-ish colors. For the clouds, it just looks odd that some clouds are on top of each other. Speaking more about the #1C8 secondary exit, what about shortening the small pipe so you don't have to duck under it?


I fixed the pallete - ish.

And I don't think the clouds look odd.

I shortened the pipe. I think you're right about that. I tested it, and I deemed it too advance for a first level..

Also, I stupidly didn't link the screenshots in my other post:

Trigger-Happy Range, finished (I think)

Sublevel 1


Sublevel 2

(The custom sprites here are Giant Green Koopas)

Sublevel 3
http://bin.smwcentral.net/u/17517/Level071.png

(The custom sprites here are the Pipe Dwelling Bill Blasters)
Excellent level design. That looks like it would be fun to play! #w{=D}

The palettes look great too.
In trigger-happy range, there seems to be a blank p-switch. Is it just a normal switch or something else?

Love the cave GFX you're using!

Try tweaking the palletes in sublevel 3 so they don't look so blue.

Maybe it's just me, but sublevel 1 looks a tiny bit empty.

This hack looks promising! Can't wait to see more levels from you!
@MarioFan22: Thanks! I've been working hard on this hack!

@Mini_Coin:
1. The blank P-Switch is just s guide for the player. WHen they get the P-Switch, they're supposed to use it there - but I took them out. There's actually a lot of them in the level, but I took them out and planned to use them in a different level instead.
2. Thanks! It's actually just a tweak of another cave GFX (can't remember which; thank God since I remember it not requiring credits!)
3. Yeah. I just realize how the heck would the land be so blue when Yoshi's Island...Iggy's Island is dark.
4. Yeah. I thought so. That's why I added the column like things - but I'll add more decoration.
5. Thanks!

~

So, I think, after a few more tweaks, Trigger-Happy Range would be done once and for all!

Moving on to making the Yoshi Coin Bonus Room for this level!~~~

Afterwards, I'm moving on to Iggy Lake!

(I'm too lazy to recreate Cryptic Graveyard, Bowser Monument, and Yoshi Quarantine - I'll leave that to sometime in the future)

A little overview of my plans for Iggy Lake:

Obviously, it will be a water level.
The level is composed of two section -the main level where the player goes through a lake and mushrooms, and a vertical section that consists of "swimming up".

I'll be back with some actual game screenshots!
Out of curiosity, are you planning to have custom music/blocks/patches in your hack?
Originally posted by Mini_Coin
Out of curiosity, are you planning to have custom music/blocks/patches in your hack?


Custom Music: I
m not sure. I am planning to replace all the SMW music with remixes or something, but I haven't got any luck finding replacements fro all of them.
Blocks: Yes. As I mentioned, I have Brick Blocks here. I also have the 5 Yoshi Coins to Pass Block, and a lot more others.
Patches: Yes.A lot actually.
When looking in the requests section, I noticed you wanted a "break only by one fireball only" block. Could you explain exactly what it does and where it'll be? Will it be in Iggy's lake?
Well, if you noticed in this screen shot, there's red block on the top left that has the facial expression =] (or something close).

That's a "break by fireball" block. So when you shoot a fireball at that block, it breaks, and nothing else could break it. But with the current one availabe, one fireball can break DOZENS of Fireball Blocks in its way. I'm requesting one that has one fireball per fireball block.

~

Anywho, I don't know if I'll use it in Iggy Lake, since it's mosty a water level.

~

Also, some progress and an awesome palette.

*image nuked*
Oh, I see, you want it so the fireball will dissolve when it hits the block!

By the way, nice palette for Iggy's lake! It looks very---Mushroomy.
Pages: « 1 2 3 »
Forum Index - SMW Hacking - Works in Progress - Super Mario: Bowser World (A lot of graphic overhauls, and a new start)

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